keep working on matrix. key is to remove old matrix types

Signed-off-by: Youmu Liu <105042599+Nitload-NSI@users.noreply.github.com>
This commit is contained in:
Youmu Liu
2025-08-26 22:02:38 +08:00
parent e5e4b1dd36
commit 9f6e3fe13a
15 changed files with 152 additions and 812 deletions
+16 -21
View File
@@ -31,6 +31,7 @@
using StgSharp.Graphics;
using StgSharp.Graphics.OpenGL;
using StgSharp.Graphics.ShaderEdit;
using StgSharp.HighPerformance;
using StgSharp.Mathematics;
using System;
@@ -46,11 +47,11 @@ namespace StgSharp.Graphics
{
private bool _isLookAtAvailable;
internal Matrix44 _lookAt;
internal Matrix44 _projection;
internal Matrix44 cameraAtt;
internal Matrix44 rotation;
internal Matrix44 rotationAtt;
internal MatrixKernel _lookAt;
internal MatrixKernel _projection;
internal MatrixKernel cameraAtt;
internal MatrixKernel rotation;
internal MatrixKernel rotationAtt;
internal Radius _pitch;
internal Radius _row;
internal Radius _yaw;
@@ -59,20 +60,20 @@ namespace StgSharp.Graphics
public Camera()
{
cameraAtt = Matrix44.Unit;
cameraAtt = MatrixKernel.Fp32Unit;
_target = Vec3.Zero;
up = Vec3.Zero;
_isLookAtAvailable = false;
_lookAt = Matrix44.Unit;
rotationAtt = Matrix44.Unit;
_projection = new Matrix44();
_lookAt = MatrixKernel.Fp32Unit;
rotationAtt = MatrixKernel.Fp32Unit;
_projection = new MatrixKernel(true);
}
public Camera(Vec3 position, Vec3 target, Vec3 up)
: this()
{
rotationAtt = Matrix44.Unit;
cameraAtt = new Matrix44();
rotationAtt = MatrixKernel.Fp32Unit;
cameraAtt = new MatrixKernel(true);
SetViewDirection(position, target, up);
_pitch = Radius.Zero;
_row = Radius.Zero;
@@ -88,8 +89,8 @@ namespace StgSharp.Graphics
if (_isLookAtAvailable) {
return _lookAt;
}
Matrix44 move = Matrix44.Unit;
move.colum3.vec -= cameraAtt.colum3.vec;
Matrix44 move = MatrixKernel.Fp32Unit;
move.colum3.vec -= cameraAtt.colum3;
_lookAt = rotationAtt.Transpose * move;
_isLookAtAvailable = true;
return _lookAt;
@@ -155,9 +156,7 @@ namespace StgSharp.Graphics
public void SetViewDirection(Vec3 position, Vec3 target, Vec3 up)
{
Vec3 direction = position - target;
if ((position.reg == cameraAtt.colum3.reg) &&
(this.up == up) &&
(cameraAtt.colum2.reg == direction.reg)) {
if ((position.reg == cameraAtt.colum3.reg) && (this.up == up) && (cameraAtt.colum2.reg == direction.reg)) {
return;
}
if (direction.GetLength() == 0)
@@ -187,11 +186,7 @@ namespace StgSharp.Graphics
InternalYaw();
}
public void SetViewRange(
Radius fovRadius,
Vec2 size,
Vec2 offset,
(float front, float back) dephRange)
public void SetViewRange(Radius fovRadius, Vec2 size, Vec2 offset, (float front, float back) dephRange)
{
float
distance = _target.GetLength(),